using Cysharp.Threading.Tasks;
using AlicizaX.Fsm.Runtime;
using AlicizaX.Procedure.Runtime;
using AlicizaX.Runtime;
namespace Unity.Startup.Procedure
{
///
/// 启动游戏
///
public class ProcedureLauncherState : ProcedureBase
{
private bool _gameSettingInitFinish;
protected override void OnEnter(IFsm procedureOwner)
{
base.OnEnter(procedureOwner);
LauncherUIHandler.Start();
InitlizeGameSetting();
}
private async void Start(IFsm procedureOwner)
{
await UniTask.NextFrame();
ChangeState(procedureOwner);
}
protected override void OnUpdate(IFsm procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (_gameSettingInitFinish)
{
Start(procedureOwner);
}
}
private void InitlizeGameSetting()
{
bool isWrited = GameApp.Setting.GetBool(PrefsKey.Setting.WirtedSetting, false);
if (!isWrited)
{
WriteDefaultSetting();
}
InitSoundSettings();
_gameSettingInitFinish = true;
}
private void WriteDefaultSetting()
{
GameApp.Setting.SetBool(PrefsKey.Setting.WirtedSetting, true);
GameApp.Setting.SetInt(PrefsKey.Setting.Language, (int)Language.ChineseSimplified);
GameApp.Setting.SetBool(PrefsKey.Setting.MusicMuted, false);
GameApp.Setting.SetFloat(PrefsKey.Setting.MusicVolume, 1f);
GameApp.Setting.SetBool(PrefsKey.Setting.SoundMuted, false);
GameApp.Setting.SetFloat(PrefsKey.Setting.SoundVolume, 1f);
GameApp.Setting.SetBool(PrefsKey.Setting.UISoundMuted, false);
GameApp.Setting.SetFloat(PrefsKey.Setting.UISoundVolume, 1f);
}
private void InitSoundSettings()
{
GameApp.Audio.MusicEnable = !GameApp.Setting.GetBool(PrefsKey.Setting.MusicMuted, false);
GameApp.Audio.MusicVolume = GameApp.Setting.GetFloat(PrefsKey.Setting.MusicVolume, 1f);
GameApp.Audio.SoundEnable = !GameApp.Setting.GetBool(PrefsKey.Setting.SoundMuted, false);
GameApp.Audio.SoundVolume = GameApp.Setting.GetFloat(PrefsKey.Setting.SoundVolume, 1f);
GameApp.Audio.UISoundEnable = !GameApp.Setting.GetBool(PrefsKey.Setting.UISoundMuted, false);
GameApp.Audio.UISoundVolume = GameApp.Setting.GetFloat(PrefsKey.Setting.UISoundVolume, 1f);
}
}
}